Simic Guildmage is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
(can be paid with either
or
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: Move a +1/+1 counter from target creature onto another target creature with the same controller.
: Attach target Aura attached to a permanent to another permanent with the same controller.
Complete guide
Simic Guildmage is a versatile two-drop that embodies the flexible nature of the Simic Combine. By manipulating both growth and enchantments, this Elf Wizard ensures your battlefield remains optimized while your opponent's plans fall apart. Whether you are shifting power between creatures or repositioning magical enhancements, the Guildmage offers unmatched utility.
Moving Counters and Auras
Simic Guildmage features two distinct activated abilities. The first allows you to move a +1/+1 counter between two creatures sharing a controller for {1}{G}. The second ability lets you move an Aura from one permanent to another permanent sharing a controller for {1}{U}. Note that for both abilities, the controller of the targets does not need to be you; you can rearrange your opponent's resources as long as the 'same controller' restriction is met.
Step-by-Step Resolution
When you activate the first ability, you must choose two target creatures with the same controller. Upon resolution, if both targets are still legal and controlled by the same player, one +1/+1 counter moves from the first to the second. For the second ability, you target only the Aura itself. As it resolves, you choose a new legal permanent to attach it to. This new permanent must be controlled by the same player who controls the original permanent and must be able to be enchanted by that specific Aura.
Common Pitfalls
A common mistake involves the first ability: you can target a creature that doesn't currently have a +1/+1 counter. However, if it has no counters when the ability resolves, nothing happens. For the Aura ability, remember that the Aura's 'enchant' restriction still applies. You cannot move an 'Enchant Land' Aura onto a creature, even if they share a controller. Additionally, if the two targets for the counter move no longer share a controller when the ability resolves, the ability fails.
When to Play It
Simic Guildmage is best utilized in the mid-game to protect your investments. If an opponent attempts to destroy a creature with many +1/+1 counters, you can respond by moving those counters to a safer unit. Similarly, if a creature enchanted with a powerful Aura is targeted by removal, you can pay {1}{U} to slide that Aura onto a different threat, ensuring you don't lose card advantage.
Interaction examples
You have a +1/+1 counter on Llanowar Elves but need a stronger attacker. You activate Simic Guildmage's first ability for {1}{G}, targeting Llanowar Elves as the source and Birds of Paradise as the destination. Since you control both, the counter moves to the Birds of Paradise, giving you a 1/2 flying creature.
If your opponent casts a spell to destroy your Birds of Paradise which is currently enchanted by a powerful Aura, you can respond. Pay {1}{U} using Simic Guildmage to target that Aura. As the ability resolves, you choose your Llanowar Elves as the new host. The Aura moves to the Elves, and the opponent's removal spell now only destroys a bare Birds of Paradise.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Simic Guildmage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
For the first ability, the first target creature doesn’t need to have a +1/+1 counter on it. If it doesn’t, the ability does nothing.
No other card is named in this ruling.
- #2· Wizards of the Coast
For the first ability, if the two target creatures aren’t controlled by the same player when the ability resolves, the ability does nothing. The player who controls the two creatures doesn’t have to be the same player who controlled them when the ability was activated, and that player doesn’t have to be Simic Guildmage’s controller.
No other card is named in this ruling.
- #3· Wizards of the Coast
For the second ability, only the Aura is targeted. When the ability resolves, you choose a permanent to move the Aura onto. It can’t be the permanent the Aura is already attached to, it must be controlled by the player who controls the permanent the Aura is attached to, and it must be able to be enchanted by the Aura. (It doesn’t matter who controls the Aura or who controls Simic Guildmage.) If no such permanent exists, the Aura doesn’t move.
No other card is named in this ruling.
Legal formats
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Meta decks with Simic Guildmage
No archived Top 8 deck with this card yet.



Llanowar Elves
Birds of Paradise